DBFZ/Adult Gohan/Frame Data

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System Data[edit]

Health: 10,000

Jump Startup: 4F

Assist Cooldown:



Normal Attacks[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
5L 400*2 Strike Low, All 6 3(5)3 11 -2 - - - - - -
5LL 100*4 Strike All 9, 3*3 1*4 17 -2 - - - - - -
5LLL 1000 Strike All 11 2 19 -5 - - - - - -
5L
Potential Unleashed
400*2 Strike Low, All 6 3(5)3 11 -2 - - - - - -
5LL
Potential Unleashed
450 Strike All 7 6 20 -10 - - - - - -
5LLL
Potential Unleashed
450 Strike All 6 2 20 -6 - - - - - -
5LLLL
Potential Unleashed
450 Strike All 7 3 13 0 - - - - - -
5LLLLL
Potential Unleashed
1000 Strike All 11 2 19 -5 - - - - - -
2L 500 Strike All 8 3 13 0 - - - - - -
3L 80*4 Strike All 9, 3*3 1*4 17 -2 - - - - - -

Only available with Potential Unleashed Lvl 1 or greater

3[L] 80*9 Strike All 9, 3*8 1*9 17 -2 - - - - - -

Only available with Potential Unleashed Lvl 1 or greater

5M 700 Strike All 9 4 20 -8 - - - - - -
2M 700 Strike Low 12 6 17 -7 - - - - - -
6M 850 Strike High 24 6 10 0 - - - - - -
5H 850 Strike All 11 6 18 -8 - - - - - -
2H 850 Strike All 14 3 29 -16 - - - - - -
3H 700 Strike All 8 4 18 -6 - - - - - -
5S 800 Strike All 17 3 26 +3 - - - - - -
2S 600 Projectile Lvl 1 All 14 1 24 +2 - - - - - -
  • Projectile stays active until collision with opponent or ground.
j.L 400 Strike High 6 3 12 -3 - - - - - -
j.M 700 Strike High 9 4 16 -4 - - - - - -
j.H 850 [1000] Strike High 11 3 21 -8 - - - - - -
j.2H 850 Strike All 9 3 19 -6 - - - - - -
j.S 600 Projectile Lvl 1 All 12 1 28 -8 - - - - - -
j.2S - - - 9 - variable+8 - - - - - - -

variable frames (the ones using speed lines) depend on height above ground

Special Moves[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Jet Uppercut
236L 900 Strike All 9 8 33 -29 - - - - - -
236M 600, 800, [180*Level 1-3] Strike All 16, 8 4, 9 34 -29 - - - - 1-19 All -
236H 600, 1000, [180*Level 1-7] Strike All 9, 8 4, 10 36 -33 - - - - 1-12 All -
Ultimate Back Attack
214L 900 Strike High 24 8 11 -3 - - - - - -
214M 1000 Strike High 28 8 11 -3 - - - - - -
214H 1100 Strike High 26 8 11 -3 - - - - - -
j.214L 900 Strike High 24 8 13 -5 - - - - - -
j.214M 1000 Strike High 28 8 13 -5 - - - - - -
j.214H 1100 Strike High 26 8 13 -5 - - - - - -
Machinegun Kick
j.236L 350*N Strike All 7, 4*(2+) 2*(3+) 9-12 variable - - - - - -
j.236M 350*N Strike All 13, 4*(2+) 2*(3+) 10-13 variable - - - - - -
j.236H 60*10,700 [50*19,700] Strike All 11, 3*8 2*9 11 +13 - 24 - - - -
j.236[L]

number of attacks and recovery depend on when Gohan lands

j.236[M]

number of attacks and recovery depend on when Gohan lands

Masenko
236S 262*5 [262*7] Projectile Lvl 2 All 18 25 21 -16 - - - - - -
  • Values in [] when Potential Unleashed is over Level 1

Assist[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Jet Uppercut
A1/A2 800 Strike All 22 8 64 - - - - - 9-22 -

Super Moves[edit]

Version Damage Attribute Guard Startup Active Recovery Frame Adv. Level Blockstun Hitstun Untech Invul Hitbox
Potential Unleashed
236LM 1600 Strike All 9+3 10 44 -29 - - - - 9-16 -
236HS 1600+250 per extra bar Strike All - - - - - - - - - -
Ultimate Kamehameha
214LM
or 214HS
290*24 Projectile Lvl 3 All 9+3 101 50 -34 - - - - 1-19 -

Z Combo Table[edit]

Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL 5LLL[+] 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL - - - - Sp
2L 5L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
5M - 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL - j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - - -
Level 1~6
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL - - - - Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L - 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M - 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H - - 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H[5LLL] - - - 5S, 2S Jump[-], Sp
5S - - 5H, 2H, 3H 2S Sp
2S - - - j.2S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL - j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.4LL, j.M] - - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H - - j.2H j.S, j.2S Sp
j.2H - - - j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - - -
Level 7
Ground Z Combo
L M H S Cancel
5L 5LL[+], 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LL[5M] 5LLL[+], 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5LLL[3H] 5LLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLL 5LLLLL[+], 2L, 3L 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5LLLLL 2L, 3L 2M, 6M 2H, 3H 5S, 2S Sp
2L 5L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Sp
3L 5L, 2L 5M, 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
5M[5LL] 5L, 2L, 3L 2M, 6M 5H, 2H, 3H 5S, 2S Jump[-], Sp
2M 5L, 2L, 3L 5M, 6M 5H, 2H, 3H 5S, 2S Sp
6M - - - - -
5H 5L, 2L, 3L 5M, 2M, 6M 2H, 3H 5S, 2S Sp
2H - - - - Sp
3H[5LLL] 5L, 2L, 3L 5M, 2M, 6M 5H, 2H 5S, 2S Jump[-], Sp
5S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 2S Sp
2S 5L, 2L, 3L 5M, 2M, 6M 5H, 2H, 3H 5S, j.2S Sp
Air Z Combo
L M H S Cancel
j.L j.4LL, j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.4LL j.LL[-] j.M j.H, j.2H j.S, j.2S Jump, Sp
j.LL[j.4LL, j.M] j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.M[j.LL] j.L, j.4LL - j.H, j.2H j.S, j.2S Jump, Sp
j.H j.L, j.4LL j.M j.2H j.S, j.2S Sp
j.2H j.L, j.4LL j.M j.H j.S, j.2S Jump, Sp
j.S - - - j.2S Sp
j.2S - - - - -
  • 5L and 5LL(Lv.0) are both jump and Sp cancellable on each hit.
  • 3L is cancellable on each hit.
  • If 5LL(Lv.1+) can't come out, will perform 5LL(Lv.0) and then 5LLL(Lv.0).
  • j.LL acts like j.M with better reach, only comes out on air-to-air hit on the point character, and won't come out directly after j.L > j.4LL.
X = X is available on hit or block.
X[-] = X is only available on hit.
X[+] = X is available even on whiff.
X[Y] = X isn't available if Y has been used in the string.
Sp = Special, Super, and Meteor Attacks. This also includes Vanish, Super Dash and Sparking, but not Dragon Rush and Ki Charge.

Sources[edit]

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Navigation[edit]


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